Fredrock drinks a potion and braces himself as the ravening horde approaches, the rest of the group quickly heading off down the trail with Eithal at the lead. The golden light beckons the group forwards, but the going would be difficult even if it wasn't getting dark, with a dense supernatural fog, and everyone fresh and healed instead of exhausted and wounded...
Fredrock doesn't have long to wait, the dead on him in less than a minute, choking the mouth of the ravine with rotting flesh and hurling themselves into the dwarf, finding utterly impervious and immobile.
[sblock=The Path(Skill challenge)]Another go with my Composite skill system, with a slight variation:
Level 4
Objective: Make your way through the rocky ravine full of boulders, narrow gaps, loose rocks, tangled undergrowth, and dense fog, all while wrestling Rerisen Yishim along, enduring the pain of your many wounds and the fatigue of a long day of hard travel and heavy combat.
Rounds: Until 5 group points are earned.
DCs:
14-: 0 points
15-19: 1 point
20-24: 2 points
25+: 3 points
Natural 1: -1 point
Natural 20: +1 point
Group Totals(4 PCs):
0-3 total points: 0 group points and Disaster
4-7 total points: 1 group point and Complication
8-11 total points: 2 group points and Advantage
12+ total points: 3 group points and Miracle
[sblock=Roll Options]Action Points: An action point may be used to roll an additional skill check in a round.
Aid Another: You may take -2 on their skill check to grant someone else +2.
Heroic Effort: You may spend a healing surge before a roll to gain +3 on the roll or after the roll to gain a +1.[/sblock][/sblock]
[sblock=The Ravine(Combat)][sblock=Initiative]Fredrock: 1d20+0=18
Enemy: 22
For volunteering to stay behind, Fredrock gains an Action Point.[/sblock]
[sblock=Terrain]The area in front of Fredrock narrows to a 3x3 area before dropping to 1 square (that Fredrock is filling). 1 square behind Fredrock it widens to 2 squares, beyond that it is 3. If he gets pushed back more than 1 square, they'll be able to quickly surround him.[/sblock]
[sblock=Enemy Actions]Doesn't really matter, since Fredrock's first-round DR will trigger and negate all damage and pushes. Just seeing if the Death Mote Crits: 18 rolled, nope.[/sblock]
[sblock=Combatants]Fredrock: DR7, Regen 5 bloodied
First Row: Rerisen Dead x 3
Second Row: Rerisen Dead x 3
Third Row: Rerisen Hulk x 3
Support: Death Mote x 1, Rerisen Archer x 1
Stats
Rerisen Dead: Minion, 14 AC, 14 Fort, 12 Ref, 12 Will, Resist 10 Necrotic. MBA - Slam: +6 vs AC, 5 damage and push 1.
Rerisen Hulk: 36 Max HP, 15 AC, 14 Fort, 11 Ref, 12 Will, Resist 10 Necrotic, Vulnerable 5 Radiant. MBA - Slam: +6 vs AC, 2d6+3 damage and push 2.
Rerisen Archer: Minion, 14 AC, 12 Fort, 14 Ref, 12 Will, Resist 10 Necrotic. MBA - Slam: +6 vs AC, 3 damage.
Death Mote: Minion, 15 AC, 12 Fort, 15 Ref, 14 Will. MBA - None.[/sblock][/sblock]